﻿/*
* Copyright (c) 2012 Kyle Hayward
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.IO;
using System.Windows.Forms;
using System.Runtime.InteropServices;

using OptixDotNet;
using OptixDotNet.Math;
using OptixDotNet.Utils;

using OptixDotNetUtils;

namespace Sample
{
    public class Sample4 : OptixForm
    {
        public Sample4()
        {
            //Ensure that we have a valid Nvidia GPU
            Utils.DetectGPUCompatibility();
        }

        protected override void Initialize()
        {
            string path = Path.GetFullPath( "../../Assets/Cuda/draw_texture.ptx" );

            /*-----------------------------------------------
             * Create the Optix context
             *-----------------------------------------------*/
            Context = new Context();
            Context.RayTypeCount = 1;
            Context.EntryPointCount = 1;

            /*-----------------------------------------------
             * Create the texture sampler and data
             *-----------------------------------------------*/
            BufferDesc desc = new BufferDesc() { Width = (uint)Width, Height = (uint)Height, Format = Format.UByte4, Type = BufferType.Input };
            OptixDotNet.Buffer texData = new OptixDotNet.Buffer( Context, desc );

            BufferStream data = texData.Map();

            //gradient checker
            for ( int j = 0; j < Height; ++j )
            {
                for ( int i = 0; i < Width; ++i )
                {
                    int c = ( i / 40 + j / 40 ) % 2 == 1 ? 1 : 0;

                    UByte4 color = new UByte4();
                    color.X = (byte)( ( i + j ) / ( (float)( Width + Height ) ) * 255 * c );
                    color.Y = (byte)( i / ( (float)Width ) * 255 * c );
                    color.Z = (byte)( j / ( (float)Height ) * 255 * c );
                    color.W = 255;

                    data.Write<UByte4>( color );
                }
            }
            texData.Unmap();

            TextureSamplerDesc texDesc = TextureSamplerDesc.Default; texDesc.Read = TextureReadMode.ElementType;
            TextureSampler sampler = new TextureSampler( Context, texDesc );
            sampler.SetBuffer( texData, 0 );

            /*-----------------------------------------------
             * Create the main entry point prorgram
             *-----------------------------------------------*/
            Program program = new Program( Context, path, "draw_texture" );

            /*-----------------------------------------------
             * Create the output buffer
             *-----------------------------------------------*/
            CreateOutputBuffer( Format.UByte4 );

            /*-----------------------------------------------
            * Finally compile the optix context
            *-----------------------------------------------*/
            Context[ "output_buffer" ].Set( OutputBuffer );
            Context[ "input_texture" ].Set( sampler );
            Context.SetRayGenerationProgram( 0, program );
            Context.Compile();

            RaysTracedPerFrame = 0;
        }

        protected override void RayTrace()
        {
            base.RayTrace();

            Context.Launch( 0, (uint)Width, (uint)Height );
        }
    }
}
